Posted on 18-10-30, 11:45 in First!

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I don't recall setting up an avatar when I registered here last night. Am I going insane, or did somebody copy over the avatars from byuu's boards?
Posted on 18-10-30, 14:01 in First!

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Posted by CaptainJistuce
There's a little >> on the right, next to the last poster's user name, that will take you to the last post.
The >> present on the thread listing seems to be broken though? Takes me to this.
Posted on 18-11-07, 08:26 in Board feature requests/suggestions

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Posted by Nicholas Steel
Posted by neologix
I also request "View First Unread" rather than "View Most Recent Post" functionality.
+1 if possible.
Yes please.

Also, TLS1.2+ support would be nice, although that may be entirely out of your control.

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Posted by Screwtape
Eventually I decided that I must have misunderstood a crucial chunk of the tutorial - it explained a crucial idea briefly, in English, and it didn't occur to me there might have been interpretations other than mine.
You could say the tutorial was... ambiguous.

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Posted by wareya
Like JS's with.
I could've gone a lifetime without knowing that existed in JavaScript, and I've been writing Node.js code professionally for four years.
Posted on 19-04-06, 21:59 in Neo Geo Pocket on macOS [higan]

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Doing this fixes compilation at least.

I vaguely recall a similar issue when byuu was shifting around things in nall/intrinsics.hpp or something.
Posted on 19-04-10, 22:17 in bsnes v107.1 on macOS

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tl;dr: apply this change to fix the startup crash. UI is still pretty busted, unfortunately. :/

DISCLAIMER: Fix may be completely wrong, I don't actually know what I'm doing. Worst case it leaks some memory now, which is still better than a crash, I guess? ¯\_(ツ)_/¯

Posted on 19-04-13, 07:56 in Announcing the bsnes history kit (revision 1)

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https://github.com/PeterLemon/SNES/tree/master/CPUTest/CPU
https://github.com/VitorVilela7/SnesSpeedTest

Not sure what your policy is (or should be) on archiving entire git repositories rather than loose ROMs, but these seem worthy of inclusion somehow.
Posted on 19-05-03, 21:25 in bsnes v107.1 on macOS

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I've updated my bsnes-v107-macos-fixes branch to the latest v107r3 beta release. In addition to the previous change that fixed a startup crash, I've fixed the UI being scaled twice.

Here's all the changes so far:

hiro/cocoa: don't overrelease canvas surface
hiro/cocoa: stop scaling the UI twice

There's still plenty of remaining issues, but at least it's enough to start a game:
Posted on 19-05-05, 14:43 in bsnes v107.1 on macOS

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My changes are on top of v107r3. If that's the exact commit you've checked out, you just compiled vanilla v107r3 without any of my changes.

Try this:
git clone --single-branch --branch bsnes-v107-macos-fixes https://gitlab.com/Sintendo/higan.git
Posted on 19-05-16, 22:02 in I have yet to have never seen it all.

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The 1080p CRT monitor John Carmack used during Quake's development comes to mind.

Odd, indeed.
Posted on 19-05-19, 08:12 in Mozilla, *sigh*

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Posted by sureanem
Can't they at least write their shit in WebAssembly?
They can't, because that's not what WebAssembly is for. It's like asm.js, a compilation target for languages like C and Rust, except with an actual binary format rather than shoehorning everything into a subset of JavaScript. Anything that needs access to the DOM still has to be done from JavaScript.
Posted on 19-05-26, 07:14 in Board feature requests/suggestions

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Strangely, I'm seeing the small icons in the recently released Firefox Preview, but not in regular Firefox for Android.
Posted on 19-07-19, 20:28 in Leaked Super Mario 64 Decompiled Source

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I don't think I could've come up with a more confusing name even if I tried.
Posted on 19-11-12, 17:06 in Emulator code design without libco

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What you're showing us here looks like a very basic scheduler, in which you run the CPU ahead and let the GPU play catch-up. Whether this particular scheme will suffice for the Megadrive I can't say; I imagine the answer depends on how the different devices are capable of interacting with each other, and what level of accuracy you're aiming for with your emulator.

However, a scheduler doesn't have a whole lot to do with whether you use cooperative threads (e.g. libco) or not. The true advantage of using cooperative threads, is that you can suspend execution at any point without requiring additional logic. This maps beautifully to cycle-level emulation, where you can suspend in the middle of an instruction. State machines are an alternative, but can be very cumbersome to write. byuu wrote a nice article on this topic, if you haven't read it yet.

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Are NUMA and inter-core data latency the same thing?

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That's what I thought. AFAIK NUMA does not apply to any of the regular Ryzen CPUs, only Threadripper/Epyc.
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